//=========== (C) Copyright 1996-2002, Valve, L.L.C. All rights reserved. =========== // // The copyright to the contents herein is the property of Valve, L.L.C. // The contents may be used and/or copied only with the written permission of // Valve, L.L.C., or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: Quake nail entity // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //============================================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "weapons.h" #include "decals.h" #include "gamerules.h" LINK_ENTITY_TO_CLASS( quake_nail, CQuakeNail ); //========================================================= CQuakeNail *CQuakeNail::CreateNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner ) { CQuakeNail *pNail = GetClassPtr( (CQuakeNail *)NULL ); UTIL_SetOrigin( pNail->pev, vecOrigin ); pNail->pev->velocity = vecAngles * 1000; pNail->pev->angles = UTIL_VecToAngles(vecAngles); pNail->pev->owner = pOwner->edict(); pNail->Spawn(); pNail->pev->classname = MAKE_STRING("spike"); // don't send to clients. pNail->pev->effects |= EF_NODRAW; return pNail; } CQuakeNail *CQuakeNail::CreateSuperNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner ) { CQuakeNail *pNail = CreateNail( vecOrigin, vecAngles, pOwner ); pNail->pev->classname = MAKE_STRING("superspike"); // Super nails simply do more damage pNail->pev->dmg = 18; return pNail; } //========================================================= void CQuakeNail::Spawn( void ) { Precache(); // Setup pev->movetype = MOVETYPE_FLYMISSILE; pev->solid = SOLID_BBOX; // Safety removal pev->nextthink = gpGlobals->time + 6; SetThink( SUB_Remove ); // Touch SetTouch( NailTouch ); // Model SET_MODEL( ENT(pev), "models/spike.mdl" ); UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0)); UTIL_SetOrigin( pev, pev->origin ); // Damage pev->dmg = 9; } //========================================================= void CQuakeNail::NailTouch( CBaseEntity *pOther ) { if (pOther->pev->solid == SOLID_TRIGGER) return; // Remove if we've hit skybrush if ( UTIL_PointContents(pev->origin) == CONTENT_SKY ) { UTIL_Remove( this ); return; } // Hit something that bleeds if (pOther->pev->takedamage) { CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner); if ( g_pGameRules->PlayerRelationship( pOther, pOwner ) != GR_TEAMMATE ) SpawnBlood( pev->origin, pOther->BloodColor(), pev->dmg ); pOther->TakeDamage( pev, pOwner->pev, pev->dmg, DMG_GENERIC ); } else { if ( pOther->pev->solid == SOLID_BSP || pOther->pev->movetype == MOVETYPE_PUSHSTEP ) { TraceResult tr; tr.vecEndPos = pev->origin; tr.pHit = pOther->edict(); //Arent we doing this client side? //UTIL_GunshotDecalTrace( &tr, DECAL_GUNSHOT1 + RANDOM_LONG( 0, 4 ) ); } } UTIL_Remove( this ); }